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Rum Runner Rulebook

1 to 4 players Ages 18+

It's the 1920's and prohibition has made illegal liquor distribution quite the profitable business. Will you join the action and fatten your pockets or put those no good rum runners out of business

Components

1 game board

2 cops

1 red six sided die

1 white six sided die

12 alcohol packages

2 runners

4 bootlegger houses

4 orange juke joints

Setup
Place one purple bootlegger house on each purple square on the board. They must be placed over the number in the inner corner.

Also place 3 alcohol stacks in each purple square

Place 1 orange juke joint marker on each orange square on the board.

The runner begins the game on the green start space.

The Cop begins the game on the blue precinct space.

Single Player Rules


Overview
1 Player 1 cop versus 1 runner Player must move the cop along with and play as the rum runner The Player must win as the rum runner
The player rolls two si sided dice! the white die is "or the cop's mo ement and the red die is "or the rum runner's mo ement. #oth the player and the cop must move the "ull amount o" the die roll. The runner always moves "irst. The cop always "ollows directly towards the runner. The player must pick up alcohol "rom bootlegger houses and deliver a minimum o" 1 package o" alcohol to each juke joint. $aving alcohol can cause a negative roll %um runners must continue in the direction they have chosen &hen they reach a "ork in the path they can chose the direction they turn They can never go backwards unless they roll a negative The cop may arrest the player anytime the cop and the player are on the same space together and the runner is carrying alcohol. '" the player is arrested 3 times he or she loses the game.

Beginning Play
The player rolls the pair o" dice and moves the runner 1st. '" the runner lands on a purple bootlegger space( then he or she may pick up some alcohol. A"ter the runner has taken his or her turn( the player then moves the cop.

Bootlegger Houses
&hen a runner lands on this space he or she may load his or her car with up to ) packages o" alcohol with up to * o" the same color. !hese purple spaces on the game board are where alcohol is stored" '" a cop moves onto a bootlegger space( then all the alcohol "rom that space is moved to the police precinct space. &here it is no longer accessible to the runners.

Alcohol
A runner must transport alcohol in order to win the game Alcohol is conveniently carried inside o" the runner piece

+or every package o" alcohol a runner is carrying( the player

must subtract 1 "rom the movement roll o" the red die. '" the subtraction makes the roll negative( the player must move the runner backwards that number o" spaces.

, amplePlayer is holding * alcohol packages Then rolls a 1

The rum runner must now move 1 space backwards

Cops
'" a cop and a runner land on the same space together and the runner is carrying alcohol( then the cop arrests the runner and the alcohol goes to the police precinct space.

'" a cop and a runner land on the same space but the runner is not carrying alcohol then nothing happens '" a cop lands on a juke joint space nothing happens. &hen a runner gets arrested he or she must return back to the green starting space.

Juke Joints

&hen a runner lands on this space he or she may leave packages o" alcohol there.

The runner must drop o"" a minimum o" 1 package o" alcohol to each o" the ) juke joints.

Ending the Game


Victory
The runner has dropped o"" 1 package o" alcohol to each o" the ) juke joints.

e!eat
The cop arrests the runner 3 times.
#$R#

The cop con"ines all o" the alcohol to the precinct.

%ultiplayer Rules " players


2 cops ersus 2 runners
* players are cops * players are runners

Beginning Play
%unners begin the game in the green start space.

Cops begin the game in the blue precinct space. All players roll 1 si sided die. The player with the highest roll goes "irst and play proceeds clockwise. &hen it is their turn( each player rolls 1 die to determine the number o" spaces he or she must move. All players must move the "ull movement o" the die. Cops can move "orwards and backwards. %unners can only move "orward.

Bootlegger spaces
'" a

#unner

lands here-

$e or she may load his or her car with a ma imum o" * packages o" alcohol. ,ach package must be a di""erent color. '" a

Cop

lands here-

$e or she can try to shut it down. To shut down a bootlegger space( the cop rolls 1 die. '" the number rolled is equal to or greater than the number located underneath the purple bootlegger house

then the house is shutdown and moved along with the packages o" alcohol to the precinct space.

Alcohol
#unner
+or every package o" alcohol being carried( subtract 1 "rom the total movement roll. '" the subtraction makes the roll negative( move backwards that number o" spaces.

Cop
'" a cop lands on the same space as a runner or a runner lands on the same space as a cop( and the runner is carrying alcohol. The cop immediately arrests the runner. The cop and alcohol go to the police precinct. The runner returns to the green start space. The alcohol remains at the precinct "or the rest o" the game. .uke joint spaces can/t be shut down.

#y landing on orange juke joint spaces( alcohol can be dropped o"". ,ach juke joint spaces requires a minimum o" 1 package o" alcohol.

Ending the Game


#unners $in i!%
The runners have made all the necessary package drops( at

Cops $in i!%


,nough alcohol is con"iscated to prevent runners "rom making

least 1 bootlegger house is still open( and runners have made it back to start.

necessary juke joint drops. Cops have made a combined total o" 0 arrests.

& players
2 cops ersus 2 runners
* players team up as runners against the game ,ach player moves a cop Players must win as runners &e'ore playing this mode please read the single player rules( this mode 'ollows single player rules with the 'ollowing exceptions) ,ach o" the ) juke joints require a minimum o" * packages o" alcohol instead o" 1 package. '" 1 runner is arrested up to 3 times( then he or she is out o" the game. The other player may continue trying to win #$R# #oth players may agree to switch to multiplayer 1 versus 1 rules.

& players
1 cop ersus 1 runner
1 player is the cop 1 player is the runner

&e'ore playing this mode please read the 4 player multiplayer rules( this mode 'ollows 4 player multiplayer rules with the 'ollowing exceptions) The runner may hold a total o" ) packages o" alcohol but no more than * packages o" the same color. ,ach o" the ) juke joints require * packages o" alcohol instead o" 1 package o" alcohol. The cop only needs to make 3 arrests "or a cop victory. The runner immediately wins the game as soon as he or she makes all the necessary alcohol drops.

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